This is my fourth and final blog post about adapting Teenage Mutant Ninja Turtles (TMNT) to the roleplaying game Fate. I’ve previously discussed systems (part 1), player characters (part 2), and written a one-shot adventure (part 3).
Now I want to talk about how I’d run longer TMNT campaigns.
As I mentioned last time, the shorter your campaign, the tighter and less fantastical your TMNT game should be. For a one-shot, I focused on a simple rescue tale with a single villain. But the TMNT franchise is a vast kitchen sink world (with, for example, ninjas, mutants, mad science, aliens, robots, magic, time travel, ancient civilisations, ghosts, Lovecraftian monsters, parallel dimensions, and superheroes), so in this post I’m going to explain just how bonkers I’d want to get if my players and I were committed to a significant number of sessions.
In this third part in my series about adapting Teenage Mutant Ninja Turtles (TMNT) as a roleplaying game, I outline a one-shot adventure and a handful of featured NPCs. (In part 1, I explained why I was using the system from The Three Rocketeers, a World of Aventure for Fate Core. In part 2, I produced character sheets of the four main characters to use in a campaign.)
Although I made a big deal about making the character write-ups flexible enough to apply to multiple versions of the characters, in this post I largely throw that out of the window in pursuit of a different goal: streamlining and simplicity. This involves featuring one main threat (the Shredder), focusing on one main plot hook (Splinter is kidnapped), and cutting out everything that doesn’t support these (sorry, April).
In my last blog post, I said that I’ve been pondering how to run a roleplaying game based on Teenage Mutant Ninja Turtles (TMNT). I want my game to have the four main turtles as player characters, and getting those characters right is vital for the game to work.
In this blog post, I adapt the four titular protagonists of the franchise to the rules of The Three Rocketeers, the World of Adventure for Fate Core that I am using for the TMNT game. Write-ups for these heroes, in the form of proto-PCs (incomplete characters that can be customised by players), are included at the end of the post, along with PDF character sheets. Feedback is welcomed and encouraged!
I have a big soft spot for the Teenage Mutant Ninja Turtles (TMNT). I grew up watching the old 1987 Fred Wolf cartoon (“Heroes in a half shell! Turtle power!”), and fell back in love watching the 2003 4Kids! cartoon. I’ll defend the 1990 Golden Harvest film as a cinematic gem until the day I die.
For years, I have been thinking about how I’d go about running a Teenage Mutant Ninja Turtles roleplaying game. I’m probably never going to run a Teenage Mutant Ninja Turtles campaign, since I only run games in person and I don’t know many roleplayers who are fans of TMNT. But that’s never stopped me from thinking about it and now, finally, I know how I’d go about setting up such a game.
In this series of blog posts I’m going to set out the process by which I would adapt TMNT to a roleplaying game. In this introductory post, I discuss game mechanics and explain why, for a shorter campaign featuring the four turtles as PCs, my prefered system is The Three Rocketeers, an aspects-only variant of Fate Core. In later posts, I’ll present character sheets for the turtles (part 2), lay out at one-shot adventure and stat up some major antagonists as NPCs (part 3), and talk about how I’d set up a longer campaign as a GM (part 4).
I hope that any GMs and players who are interested in a TMNT game will be able to follow what I’ve done and use it to play something that kicks ass. (And if any of my roleplaying friends want to play such a game, please let me know so we can make it happen!) Continue reading →
Kagematsu is a roleplaying game by Danielle Lewon, based on a design by S.R. Knipe. The simplest, most obvious summary of the game would be to call it a romance game, but there are aspects to it that prevent it from being so easily pigeonholed. If you’ve heard of Kagematsu, you probably know it as the game that must always be GMed by a woman, and that’s important to its exploration of gender and power imbalance.
I have been wanting to play it for a long time, and I’m glad I have because there is so much to say about this game!
Here’s the highlight, though: I had a great time playing Kagematsu. I want to play it again. I recommend it, but there are things that I wish the game did better so I fully understand if it’s not the game for you. Continue reading →
One of the best parts of the Smallville RPG is its character creation system, Pathways. Pathways is a lot of fun, and it lets players collaborate to produce an entangled web of characters for the game to come.
Players do Pathways by following the instructions on the Pathways Chart. The chart is an incredible piece of roleplaying design. You start at the top, and each row is a stage of the character’s life journey. At each stage, players choose options for their character, and those options list Traits that go on the character sheet.
The Pathways Chart in the Smallville Core Rulebook is specific enough to its source material that it can be used to produce the cast for a game modelled on the TV show Smallville (as shown in the rulebook’s example), and it is also generic enough that it can be used to create a cast for any similar Superpowered Teen Soap Opera.
Sometimes, however, the default Pathways Chart is not the right tool for the game you want to run. If the gaming group has an idea for a campaign that isn’t Smallville, but is more specific than a generic Superpowered Teen Soap Opera, going through the default Pathways Chart may be too long or too confusing, especially if the players haven’t played Smallville before. That was the case for my Worthington Academy game (in which the player characters are alternate versions of the X-Men in a British, Hogwarts-style boarding school).
Here, I present an X-Men-themed Pathways Chart that anyone can use for their own games. It should hopefully facilitate a game based on that setting, and provide a shallower learning curve for new players. Enjoy! Let me know what you think!
CAMELOT Trigger is a setting for Fate Core that takes the characters and themes of Arthurian legend and gives them all the trappings of an interplanetary sci-fi mecha anime. In other words, it’s a setting composed of pure awesome. It was written by Robert Wieland and released in Fate Worlds Volume Two: Worlds in Shadow.
I’m about to play in a CAMELOT Trigger campaign, and as a big geek for the tales of King Arthur, I came to the first session a little over-prepared. Here are some of the character ideas that I took with me to character creation (and fleshed out since). They are all based on characters from the original legends, mainly the Orkney Clan and their supporting cast. If you use any of them, or if you like them, or if you have any other feedback, please let me know! Continue reading →